Experiments..

General questions about Indigo, the scene format, rendering etc...
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dougal2
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Re: Experiments..

Post by dougal2 » Wed Sep 29, 2010 1:56 am

CTZn wrote:
Only Blender with an integrated smoke fire volume physic may benefit
Blender will prolly be the first to implement the Indigo grid data format, but Maya will not miss its opportunity I'm sure.

Limit surface + density grid = yummy :twisted:

And as you said, Zom-B, even Cinema can do sim in multiple ways. But yeah, point cloud is another fun, and perhaps more accessible thing, through particles. I guess Ono is just focusing on shading concerns for now...

Very cool !
I have some code somewhere to grab fluid density data from Maya ;)

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CTZn
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Re: Experiments..

Post by CTZn » Wed Sep 29, 2010 5:35 am

dougal2 wrote:
CTZn wrote:
Only Blender with an integrated smoke fire volume physic may benefit
Blender will prolly be the first to implement the Indigo grid data format, but Maya will not miss its opportunity I'm sure.

Limit surface + density grid = yummy :twisted:

And as you said, Zom-B, even Cinema can do sim in multiple ways. But yeah, point cloud is another fun, and perhaps more accessible thing, through particles. I guess Ono is just focusing on shading concerns for now...

Very cool !
I have some code somewhere to grab fluid density data from Maya ;)
I seem to remember this Dougal, thanks :) I'll certainly start to fiddle with the Maya python API again once the MtI doc is finished.
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Re: Experiments..

Post by neo0. » Wed Sep 29, 2010 2:15 pm

OnoSendai wrote:Hi Neo0,
it's just because the density shader is contained inside a cube. A real cloud shader would gradually reduce density near the edge of the containing object, so you wouldn't get hard edges.
Have you guys considered doing an atmospheric simulation thing where it's automatically tied to sun/sky and you are adjusting properties of the planet kind of like Vue. So, when you turned on sun and sky, you would have the the option of creating a planetary atmosphere to go along with it.

Also, will volumetric media be capable of emitting light as well (for something like a nebula.)

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Re: Experiments..

Post by Borgleader » Wed Sep 29, 2010 2:33 pm

neo0. wrote:Also, will volumetric media be capable of emitting light as well (for something like a nebula.)
I guess you could try putting an emitter inside the volumetric gas(es) to fake the light emission, that might give an interesting result.
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Re: Experiments..

Post by OnoSendai » Fri Oct 08, 2010 2:38 pm

Atmospheric scattering test with terrain.

Have made some optimisations to the atmospheric scattering, can get decent images relatively fast now.

Thanks to FakeShamus for the original mountain scene.
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Re: Experiments..

Post by FakeShamus » Fri Oct 08, 2010 3:34 pm

that is awesome.
now just implement some procedurals to generate the terrain directly in Indigo so I can ditch terragen all together. :D

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Re: Experiments..

Post by Zom-B » Fri Oct 08, 2010 3:36 pm

looks great! Reminds me of http://nis-lab.is.s.u-tokyo.ac.jp/~egak ... sia10.html

2 questions:

1) Indigo 2.4.11 ??
2) whats the banding on the snow in the canyon... shouldn't it be smooth through 32bit depth?
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Re: Experiments..

Post by FakeShamus » Fri Oct 08, 2010 3:40 pm

I'm guessing that's an 8-bit version of the displacement map?

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Re: Experiments..

Post by Zom-B » Fri Oct 08, 2010 3:46 pm

oh... I thought this is ISL based displacement -.-'
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CTZn
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Re: Experiments..

Post by CTZn » Fri Oct 08, 2010 4:17 pm

The snow is an ISL shader !
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Re: Experiments..

Post by zeitmeister » Fri Oct 08, 2010 7:57 pm

Would it be possible to add atmospheric scattering as a quasi-object surrounding/enclosing the scene, like sunsky or the IBL-sphere?
As a predefined feature, like these ones above?
Would something like that make sense?
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lycium
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Re: Experiments..

Post by lycium » Sat Oct 09, 2010 2:27 am

zeitmeister wrote:Would it be possible to add atmospheric scattering as a quasi-object surrounding/enclosing the scene, like sunsky or the IBL-sphere?
As a predefined feature, like these ones above?
Would something like that make sense?
that's exactly how it's being done, an earth-sized sphere inside a larger *ahem* atmosphere-sphere with a medium.
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Re: Experiments..

Post by Zom-B » Sat Oct 09, 2010 2:40 am

hey lcy, this looks awesome!

Is the orange color a result of the atmospheric scattering?
Did you used a special medium to get this effect, or is it a simple
uniform medium and the Sun/Sky model is to "blame" for the color?
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Re: Experiments..

Post by lycium » Sat Oct 09, 2010 3:03 am

it's the experimental atmospheric model (rayleigh and mie scattering in a layer around earth-sphere) that's causing the red light, yes :)

i've used low light, narrow field of view and a contrasty camera response function to get the particular look.

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Re: Experiments..

Post by Zom-B » Sat Oct 09, 2010 4:16 am

rayleight for correct dawn sky color and mie scattering for a atmospheric effect, this enhancements are very welcome, since the actual sky system is quite... unspectacular... to use ;)

About the mie scattering: is this a global value for the sky, where to define the size of (water!?) particle in the air to get a denser misty look, or is this a material based feature?
How can a user control this... is a giant sphere of earth atmosphere always needed? How does this perform with BiDir, since it gets less performance if scenes are BIIIIG afaik!?
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